1 Introduction As one of the fastest growing segments of the global entertainment market (Szalai, 2007), video games have come to represent a wide spectrum of values in terms of expectations and design decisions of the groups involved in their development and publication. Despite a rapidly expanding market, changing demographics and growing global economic importance, regional differences in game designs have yet to be fully explored. The underlying premise of this research is that game com
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Keywords : Video games, Genre, Game components
A comical book. It's a parody of the videogame strategy guides, dedicated to the greatest "game" of them all: the real life. This book will give you advices to achieve many difficult goals such as "walking" (level: "baby"), "asking a girl out" (level: "teenager") or "finding a job" (level: young grown-up). While it's not the most revolutionary book out there, it's a nice book, with some either funny or deep chapters, and a few excellent
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Keywords : humor, strategy guide, real life
This article offers an overview of the various approaches used by the video game industry throughout its history to encourage and facilitate the creation of video games by players.Referring to a structural model of the video game as an artifact, we will study four approaches aimed at facilitating and encouraging enthusiasts to create or modify their own games: configuration menus, level editors, mods and game factories.The aim of this article is to highlight the complementarity of these differen
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Keywords : Video game, Creation, Tools, Level design, Game design
By analysing in detail the characteristics, uses and different genres of serious game, this study outlines the challenges involved with the design, development and distribution of various types of title. Similarly, the report examines the outlook for the industry and its probable growth drivers. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too
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Keywords : serious game, advergame, edugame, news game, edumarket game, serious gaming, edugaming, advergaming
By analysing in detail the characteristics, uses and different genres of serious game, this study outlines the challenges involved with the design, development and distribution of various types of title. Similarly, the report examines the outlook for the industry and its probable growth drivers. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too
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Keywords : serious game, advergame, edugame, news game, edumarket game, serious gaming, advergaming, edugaming
The vocation of a Serious Game is to invite the user to interact with a computer application whose intention is to combine aspects of teaching, learning, communication or information with the playfulness of video games. The aim of such a combination is to give didactic or training content (Serious) an attractive form or setting (Game).
Keywords : Serious game, Definition
A book addressing the delicate "video game addiction" topic in a clear and thoughtful way. The book is suited to parents of young video game players, and explains the current state of scientific knowledge on this topic: in spite of what some un-rigourous journalists might say, video games are not a "drug", but some players may be in a "excessive playtime" state which they sometimes need help to escape from. To help parents achieve this goal, the book briefly introdu
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Keywords : video game addiction, parent handbook, simple, practical, testimony
In this book , James Paul Gee, a researcher in learning sciences, explores the potential of (all) video games for learning. Through an analysis of entertainment video games, he deduces a set of 36 "learning principles" used by video games to teach content or skills to players. This book then details these 36 "learning principles", such as the "multiple routes principle" or the "incremental principle", in order to give ideas to teachers on how to improve th
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Keywords : video game, learning principle, serious gaming
Summary: This thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game).
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Keywords : serious game, gameplay, teaching
This article proposes to focus on the various types of Serious Games. Inspired by the video games, we find a great diversity of applications. We propose a classification within Serious Game while differentiating them from simulations for the moment. The question of the link between the initial intention of the game designer and the part played by the implementation of objectives gives us an Ariadne’s thread to be unrolled. The posture adopted by the player particularly in simulations const
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Keywords : serious games, classification